Yeah I'm quite happy with how it turned out. I could see this stretching to a full cycle of lands like this. Though I'm not sure if this is strong enough to be a rare.
I think I like the mana one (no.3) best as it is simple and Mana accel is as red as damage nowadays. Plus it creates tension - "how long do I continue to build it up and risk losing it?" on the player's side AND "How do I get rid of this before it erupts" on the opponent's side.
Ha! If you added no ability, this would be one of the rare times when I didn't complain about 'better than Mountain'. :D
I kind of like land to do 'mana-y' things so that opponents don't have to think about them. When not doing that, I'd like them to do 'one and done' so that opponents only have to think about them for so long. That being the case Dude and I are at odds. In reality, all of them seem workable.
Hmm a bit stuck on this one so I thought I'd throw it open to the group. The three abilities I am currently tossing up between to add to this are: , Remove an activity counter from ~: ~ deals 1 damage to target creature or player.
, Remove X activity counters from ~: ~ deals X damage to all creatures and players. Then sacrifice ~.
: Add to your mana pool for each activity counter on ~. Then sacrifice ~.
I moved Archipelago back to snap and made this in its place to form a bit of a cycle with Dormant Volcano
Yeah I'm quite happy with how it turned out. I could see this stretching to a full cycle of lands like this. Though I'm not sure if this is strong enough to be a rare.
A fascinating tweak on storage lands. I like it.
I think I like the mana one (no.3) best as it is simple and Mana accel is as red as damage nowadays.
Plus it creates tension - "how long do I continue to build it up and risk losing it?" on the player's side
AND
"How do I get rid of this before it erupts" on the opponent's side.
Ha! If you added no ability, this would be one of the rare times when I didn't complain about 'better than Mountain'. :D
I kind of like land to do 'mana-y' things so that opponents don't have to think about them. When not doing that, I'd like them to do 'one and done' so that opponents only have to think about them for so long. That being the case Dude and I are at odds. In reality, all of them seem workable.
I like the first one best.
Hmm a bit stuck on this one so I thought I'd throw it open to the group. The three abilities I am currently tossing up between to add to this are:
, Remove an activity counter from ~: ~ deals 1 damage to target creature or player.

, Remove X activity counters from ~: ~ deals X damage to all creatures and players. Then sacrifice ~.
: Add
to your mana pool for each activity counter on ~. Then sacrifice ~.
Big differences between them